When and where would an artist be required to switch from their primary editing tool (Max, Maya, Photoshop) into MOG?
The MOG experience should start when the artist exports his data. The processing power of MOG allows assets to be broken up into smaller more manageable pieces and then individually processed by multiple network machines. This MOG process natively supports multi-platform processing so the complexities of multi-platform development are completely masked from the artists. Artists stay within the MOG environment while they test/examine their recent changes in their own local workspace before blessing the asset to the rest of the team. In fact, some MOG integrations can be so seamless that artists can completely bypass the MOG Client all together and simply switch between their primary editing tool and the game editor.